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Sailor
Legacy
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Backgrounds
Player’s Handbook (2014)
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the
Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Variant Sailor: Pirate
Backgrounds
Sword Coast Adventurer's Guide
operate up and down the Sword Coast and throughout the North. Most are small-scale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in
company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
waves, each increasing in difficulty. If the characters aren’t sufficiently challenged by a particular wave, add more monsters to that part of the fight in the form of late reinforcements to help make
the door into area 4. If they cannot break down the door within 3 rounds, any survivors of the characters’ defensive efforts switch their attention to the door that leads into area 21. Wave 2 Five
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
archlich turned some of his victims into undead and flesh golems, then locked them inside the tomb to serve as guardians. Acererak then resumed his wanderings. In Acererak’s absence, the tomb snared
, add treasure to its vaults, and reap a bounty of hoarded souls. His planar wanderings have influenced the tomb’s mishmash of architectural styles, and have populated it with strange and deadly monsters.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Describing Monsters The Whistling Fiend is notorious for being
heard long before it’s seen When adventurers encounter a monster for the first time, especially if its reputation precedes it, dwell on
curves to a point suggestive of a sickle. Engage All the Senses. Describe elements of the creature that are likely to provoke a visceral response, such as the smell of rot that its oily flesh exudes
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
one Job at a time, and they can participate in only one Extracurricular while they have a Job. A student can switch Jobs whenever they wish, even in the middle of the academic year, as long as they
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Wandering Monsters If the characters spend a long time in an area, you can check for wandering monsters by rolling a d20. On a roll of 17–20, an encounter takes place. Conversely, if the players seem
restless, you can decide that an encounter occurs. Roll a d12 and consult the Wandering Monsters table to determine what threat the party meets. Wandering Monsters d12 Monsters 1–3 2d4 stirges 4–5 1d4 ghouls 6 1d4 gricks 7–8 1d4 bugbears 9 1d6 skeletons 10 1d6 zombies 11–12 1 ochre jelly
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
can become tedious, so use them sparingly. If the characters spend a long time in a given area, you can check for wandering monsters by rolling a d20. On a roll of 17–20, an encounter takes place
Wandering Monsters Monsters roam through all areas of the mine. Random encounters remind players that monsters aren’t necessarily confined to specific areas, and that no part of the dungeon is safe
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
flesh and drip crimson sap. The trees are harmless, but many travelers find the long, finger-like leaves gliding over them as they pass beneath more than a little disconcerting. The swamp forests of
Hands, read the following description: The scent of the swamp takes on the sweet stink of rotting flesh. Trees with drooping limbs stand amid the river, their branches like hundreds of gray hands and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
-foot-wide, 30-foot line of lightning (but can’t do this again until she finishes a short or long rest); each creature in the line must make a DC 11 Dexterity saving throw, taking 2d6 lightning damage
Nim’s attic or watch the area as it’s being cleaned out can find a 1-foot-long copper contraption with an umbrella-like metallic protrusion at one end. A detect magic spell reveals an aura of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a Long Rest One Ranger Finish a Long Rest One Sorcerer Gain a level One Warlock Gain a level One Wizard Finish a Long Rest Any Most spellcasting monsters don’t change their lists of prepared spells, but the DM is free to alter them.
Spell Preparation by Class table. Spell Preparation by Class Class Change When You... Number of Spells Bard Gain a level One Cleric Finish a Long Rest Any Druid Finish a Long Rest Any Paladin Finish
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
hungry beasts, greedy bandits, or vicious monsters. Check for encounters once during the day and once at night by rolling a d20. On a roll of 17–20, an encounter takes place. Roll a d12 and consult the
Wilderness Encounters table to determine what the party meets. When an encounter occurs, the adventurers gain XP if they defeat the monsters. Each creature’s stat block has the XP value for one
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Adjudicating Areas of Effect When the characters are fighting a large number of monsters, it’s not always practical to use miniatures on a battle grid or some other visual aid. So how do you
determine how many monsters are affected by the Wizard’s Fireball spell or some other area of effect? The Targets in Area of Effect table offers a guideline. To use the table, find the column for the shape of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Chapter 4: Temple of Moloch The Temple of Moloch is an ancient site steeped in magic, and the former home of a legendary artificer. Thessalar was a master alchemist and creator of monsters, whose own
blood was said to possess dire magical properties. The artificer’s mad plots, thirst for power, and pursuit of lichdom eventually left the temple a ruin long ago. But the characters now find
Equipment
level of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The resulting
a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
Equipment
level of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The resulting
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
been unable to find it due to an illusion placed by a long-dead mage. Vicious and hot-tempered, the gnolls have little patience for those who interrupt their search. You can add monsters to the cave
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
of strange zombies swept over the area, killing or driving off those who survived the eruption. Though most of the zombies have long since crumbled to dust, strange magic permeating the area has
mutated the local vegetation into new and dangerous forms. Few people dare to venture into the ruined village now, and those who do so seldom stay long—with two notable exceptions. The druid Reidoth (see
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
long as Glaive is around, the characters can’t finish an uninterrupted long rest inside Landro or in the caves of Mount Ironrot. It’s up to you where the characters encounter this strike squad, though
only name Glaive has ever known, and fellow blades don’t dare call her anything else. Mournland adventurers, however, refer to the terrifying commander by another name: Kill Switch. Glaive Medium
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
frustrated the goblins in the rear guard. The other townspeople and goblins had gone ahead. According to the miners, flying tentacle-monsters suddenly attacked, killing several goblins. (These are the
grells in area J3.) The monsters grabbed the goblin corpses as well as Oskar, Cathlette, and Aida, whisking them into this small cave complex. The monsters ate the goblins and deposited the three
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
6. Main Treasure Chamber The well-traveled entrance to this chamber is guarded by 1 dragonfang (see appendix D for statistics) who commands 2 flesh golems. The treasure that the cult has stolen from
searching, they can probably find it here. A detect magic spell is blocked by the metal of the coins, so only items on the surface can be easily found. Place whatever common or uncommon magic items you wish on the surface, but finding something rare should take a long and noisy search.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
vicinity of Conyberry catch glimpses of Wyvern Tor to the south as they go. The tor was formerly the home of a large and dangerous nest of wyverns, but a band of bold adventurers dealt with the monsters
raiders in their attacks, although the goblins never stick around long enough for the raiders to learn much about them.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Cult Scatters Though any remaining cultists believe they’ve successfully stolen Eldon’s and the characters’ secrets, it doesn’t take them long to realize the significance of the characters
, the cultists are gone, along with any loose treasure. Other monsters such as the demons and nothics might still lurk in the graveyard, but they don’t know anything about what the cult is doing or why
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the adventures are described in the Player’s Handbook. Magic items are detailed in the Dungeon Master’s Guide, and monsters appear in the Monster Manual. The table of contents summarizes the
giving a small group additional resources, as explained in the Dungeon Master’s Guide. Each of the adventures can take place in any world you choose, as long as the location has the basic elements listed at the beginning of each adventure.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Background Long ago, elemental cultists used a chamber hidden within the Temple of Elemental Evil to summon extraplanar allies and threaten the region of Flanaess. Called the Primordial Nexus, the
elemental monsters to wreak havoc on the world. About the Original
First published in 1984, the 128-page module The Temple of Elemental Evil spanned multiple chapters. Written by Gary Gygax and Frank
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
long tails whose serrated ridges can flense the flesh from a victim, and they use them all to carve through their foes. When they’re up against tough formations, they can call on their innate magic to
charging into battle for the sake of it, armanites use their claws and hooves, as well as their long, whiplike tails, to tear apart foes. In the armies of demon lords, armanites perform the role of heavy
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the
starfish-shaped hands dart out of its hiding spot, wrap around the victim’s throat, and pin the unfortunate creature against the cavern wall. Because its arms are so long, the choker can keep its body
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
delve into the wreckage of ancient strongholds and explore ruins of long-lost cultures. Amid a wilderness of jagged, snow-capped peaks, alpine forests, lawlessness, and monsters, the coast holds the
D&D settings are somewhere between those two extremes: worlds of medieval high fantasy with knights and castles, as well as elven cities, dwarven mines, and fearsome monsters. The world of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Never Alone As the characters explore the Temple of Moloch, keep in mind that this is an active, living dungeon filled with guards, servants, and monsters. Different areas provide information on
lizardfolk guards heading out on patrol and monsters potentially breaking free and running amok. When that happens, keep a rough idea of where those guards and monsters might be heading, and let the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
climbs up out of the shaft in the middle of the taproom — a monster with warty green skin, a tangled nest of wiry black hair, a long, carrot-shaped nose, and bloodshot eyes. As it bares its yellow teeth
, Durnan, who shouts, “Troll!” The troll, which currently has 44 hit points, has crawled up from the first level of Undermountain to feed on tasty humanoid flesh, bringing nine stirges with it. Once in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Drowned Ascetic Dressed in tattered robes, its fists wrapped in long ribbons of rotting cloth, the drowned ascetic moves with alarming speed for an undead creature. This martial artist, rising from
the ocean in Tammeraut’s Fate, retains its fighting reflexes despite its rotting flesh. Drowned Ascetic
Medium undead, chaotic evil
Armor Class 13
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Magic Items Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement
a snakelike tail instead of legs can’t wear magic boots.
Paired Items. You can allow exceptions to the rule that paired items must both be worn. For example, a character with only one arm might be able to use a single Glove of Missile Snaring so long as the matching glove is on their person.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Living the Giant Life Giants are exceptionally long-lived compared to humans, but none are immortal. A peaceful death from old age is a common occurrence among cloud giants and storm giants and isn’t
unusual among stone giants and fire giants. It’s the exception among hill giants and frost giants, most of which die violently in battle against humans, dragons, other monsters, or their own kind
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
lives come to the Well of Dragons to die, and have been doing so for millennia. The caldera of a long-dead volcano rises from an ashen plane ahead. Along the cinder cone’s steeply sloped sides, thousands
battle to come.
The Cult of the Dragon discovered the Well of Dragons long ago. Lava tubes snaking beneath the now-dormant volcano formed natural corridors connecting caverns that the cult enlarged for
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
lives come to the Well of Dragons to die, and have been doing so for millennia. The caldera of a long-dead volcano rises from an ashen plane ahead. Along the cinder cone’s steeply sloped sides, thousands
battle to come.
The Cult of the Dragon discovered the Well of Dragons long ago. Lava tubes snaking beneath the now-dormant volcano formed natural corridors connecting caverns that the cult enlarged for






